Best Of
Re: Vassal resentment
after today's podcast. I am 100% one of the petty & vindictive people that won't accept being a vassal no matter what the reward structure looks like. the thought of someone else being in an inherently better position than me (if not mechanically then prestige wise) is something I tend to act in resentment of. I would rather do everything to tear down the owning node than join it in any capacity.
there are absolutely going to be people like that in the game.
now that being said. we have not actually tried the vassal system at all. but what are the community's initial view on it?
it seems to me that a lot of people are having a gut reaction to immediately want to rebel but are there some who see this in a more optimistic light?
If your node is a vassal of another node, it is because you lost.
This isn't like losing in a PvP match, where it is 5 minutes of investment. Rather, this is months of investment.
If you lose and your node becomes a vassal instead of a parent, you should find yourself at a disadvantage in some way.
However, if your plan is to get back at that parent node, the first and most important thing you will need to do is leave your current node.
Fact is, that node already lost to the parent node, and as your node is now limited in grown, it will probably lose people. On top of that, the parent node that you lost to is now going to attract more people. So, you already lost with your node which is now getting smaller, to the parent node that is now getting bigger. If you want revenge against that node, it is not going to happen for you where you are.
It's basically a choice between sticking with your node and hoping for better circumstances, or acting on that desire for revenge. Both are long term commitments.
Noaani
4
Re: Steven's response to secondary archetypes
I know this has been discussed before, but we have some new info. Steven's answer to the secondary archetypes gave us a better idea of where they may go with secondary archetypes. I was curious what people thought about his answer and what they want to see.
He responded there are various ideas in the table. Secondary archetypes may effect damage values, cooldowns, mana cost, range of abilities, ect. Furthermore, they may effect the visual graphics of spells.
In my opinion, you can't go wrong with changing visual effects. This would only increase the unique customization of the character. However, damage values, cooldowns, and otherwise makes me fear the inevitability of a meta class. I would hate to see every single PvP player running tank or cleric secondary because of their common PvP benefits. That limits builds and "forces" us to commit to a build we don't enjoy to be the most effective.
but there could be people who enjoy those builds, so they get to play a powerful build and enjoy it.
also, I think they will give us lots of elemental options for the secondary archetypes aimed at changing our main elemental attribute, so if you spec full for PVP, then you might be lacking in pve or it could be that speccing for PVP is about picking and changing attributes to hit people who don't resist your damage.
Depraved
1
Steven's response to secondary archetypes
I know this has been discussed before, but we have some new info. Steven's answer to the secondary archetypes gave us a better idea of where they may go with secondary archetypes. I was curious what people thought about his answer and what they want to see.
He responded there are various ideas in the table. Secondary archetypes may effect damage values, cooldowns, mana cost, range of abilities, ect. Furthermore, they may effect the visual graphics of spells.
In my opinion, you can't go wrong with changing visual effects. This would only increase the unique customization of the character. However, damage values, cooldowns, and otherwise makes me fear the inevitability of a meta class. I would hate to see every single PvP player running tank or cleric secondary because of their common PvP benefits. That limits builds and "forces" us to commit to a build we don't enjoy to be the most effective.
He responded there are various ideas in the table. Secondary archetypes may effect damage values, cooldowns, mana cost, range of abilities, ect. Furthermore, they may effect the visual graphics of spells.
In my opinion, you can't go wrong with changing visual effects. This would only increase the unique customization of the character. However, damage values, cooldowns, and otherwise makes me fear the inevitability of a meta class. I would hate to see every single PvP player running tank or cleric secondary because of their common PvP benefits. That limits builds and "forces" us to commit to a build we don't enjoy to be the most effective.
Morgalf
1
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
The boss fight is not bad, but since is feedback time :P, i'd like to throw some ideas.
Idea for relic mechanic and Spawn of the boss:
After you looted the relic, you must unseal it's power, for that you have to place it outside on the altar. The player will still have the relic icon active on it's UI even if placed on the altar. So if other parties kill the player which looted the relic, and if was already placed is on the altar, the ownership of the relic will transfer to the one who killed the player.
When the Relic is placed on the altar to be unsealed, that's when the dragon actually comes, trying to stop you from unsealing it's power. The relic will have a bar above the altar charging, and based on boss phases and boss HP, the relic will slowly unseal. After the dragon is dead, the relic is unsealed, and can be used for whatever it's purpose is.
After i researched a bit about the lore around the citadel, i feel like the boss spawning flame minions in that kind of environment feels somehow strange.
Because the citadel has a lot of history behind since the Exodus, maybe it would be interesting if the dragon makes use of that part of the lore.
Like for example in one of the phases, because the dragon feels the power of the relic, he also gains powers from it.
Since the field is full of bones, swords, etc, of the fallen soldiers from the past war, the dragon could change his fire to a different color, covering the battlefield with it. Then minions could rise from the ground, either as skeletons or ghosts. I made a silly collage with some pics from the net(not mine), to get a better idea.
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Extra phase idea 1, When dragon HP gets very low, he wont be able to fly anymore, the dragon will run to the nearest water, standing in the center of it, and it will start heating the water with his flames.
If player tries to get in the water to hit it, they will get dmg from the boiled water, this is where the healers have to keep the tanker alive, but also long range classes will be an important factor.
For the boss phases would be nice if the nameplate of the boss changes it's color or blink, just enough to let people know something will happen. Maybe some red glow, etc.
Also, when players goes for the relic, they will get a middle screen message that the Citadel feels their presence, and grow over the entrance "overtime" giant roots, covering the citadel. If other guilds are coming, they have to destroy the roots in order to enter.
After the player has looted the relic, that player will gain a specific aura effect, with a beacon light effect going up the sky.
If other guilds are around, depending on how far the draw distance is set for that aura beacon effect which is following the player, other parties can hunt that player if they can see the aura. If they manage to kill the player before the boss is killed, the relic will drop from the player bag, otherwise not. If they do, they also increase the chances for the loot acquisition chances on the boss.
I know, it sounds a lot, and probably time consuming to do such mechanics, but hey, we are here to give feedback and ideas.
ps. excuse mah engrish, and i take no credits for the images used in collage.
Idea for relic mechanic and Spawn of the boss:
After you looted the relic, you must unseal it's power, for that you have to place it outside on the altar. The player will still have the relic icon active on it's UI even if placed on the altar. So if other parties kill the player which looted the relic, and if was already placed is on the altar, the ownership of the relic will transfer to the one who killed the player.
When the Relic is placed on the altar to be unsealed, that's when the dragon actually comes, trying to stop you from unsealing it's power. The relic will have a bar above the altar charging, and based on boss phases and boss HP, the relic will slowly unseal. After the dragon is dead, the relic is unsealed, and can be used for whatever it's purpose is.
After i researched a bit about the lore around the citadel, i feel like the boss spawning flame minions in that kind of environment feels somehow strange.
Because the citadel has a lot of history behind since the Exodus, maybe it would be interesting if the dragon makes use of that part of the lore.
Like for example in one of the phases, because the dragon feels the power of the relic, he also gains powers from it.
Since the field is full of bones, swords, etc, of the fallen soldiers from the past war, the dragon could change his fire to a different color, covering the battlefield with it. Then minions could rise from the ground, either as skeletons or ghosts. I made a silly collage with some pics from the net(not mine), to get a better idea.
-
Extra phase idea 1, When dragon HP gets very low, he wont be able to fly anymore, the dragon will run to the nearest water, standing in the center of it, and it will start heating the water with his flames.
If player tries to get in the water to hit it, they will get dmg from the boiled water, this is where the healers have to keep the tanker alive, but also long range classes will be an important factor.
For the boss phases would be nice if the nameplate of the boss changes it's color or blink, just enough to let people know something will happen. Maybe some red glow, etc.
Also, when players goes for the relic, they will get a middle screen message that the Citadel feels their presence, and grow over the entrance "overtime" giant roots, covering the citadel. If other guilds are coming, they have to destroy the roots in order to enter.
After the player has looted the relic, that player will gain a specific aura effect, with a beacon light effect going up the sky.
If other guilds are around, depending on how far the draw distance is set for that aura beacon effect which is following the player, other parties can hunt that player if they can see the aura. If they manage to kill the player before the boss is killed, the relic will drop from the player bag, otherwise not. If they do, they also increase the chances for the loot acquisition chances on the boss.
I know, it sounds a lot, and probably time consuming to do such mechanics, but hey, we are here to give feedback and ideas.
ps. excuse mah engrish, and i take no credits for the images used in collage.
Syblitrh
2
Re: Race & Class
I hope that there will be races that are better at one thing than other things.
Elves might be more dexterous, orcs might be stronger, dwarves might be sturdier.. So an elven ranger might make more damage, but a dwarven one might take a hit more. Imo this should make a difference, but it souldnt make or break a class.
What I think people need to understand is, that a character in Ashes is an investment and you wont be maxlevel in a day or even a week. Decisions matter. Its not a raidgame lobby simulator like WoW, where you will have addons that read every autoattack from the combat log and you will have parses and simulations and all that shit that made mmos worse and worse over the years. Where with every new patch you look at the tier list and swipe to create exactly that character until the next patch.
This is a mmoRPG where you will face many different situations and you wont have the perfect meta build, gear, underwear, whatever for every one of those. If you face the raidboss with your raid without conflict, the glass cannon mage might be the "meta" thing to play but what happens if another raid shows up that tries to steal it and you die to 3 arrows of a ranger?
Idk, I even hope that changing the religion and your other augments, respeccing and all that takes time and money. Maybe then we start to get rid of the meta shit and people start thinking for themselves again. Make their own builds and not just copypasta from your next balding youtuber.
But I guess im just a naive old doomer thats stuck in the good ol days.
Elves might be more dexterous, orcs might be stronger, dwarves might be sturdier.. So an elven ranger might make more damage, but a dwarven one might take a hit more. Imo this should make a difference, but it souldnt make or break a class.
What I think people need to understand is, that a character in Ashes is an investment and you wont be maxlevel in a day or even a week. Decisions matter. Its not a raidgame lobby simulator like WoW, where you will have addons that read every autoattack from the combat log and you will have parses and simulations and all that shit that made mmos worse and worse over the years. Where with every new patch you look at the tier list and swipe to create exactly that character until the next patch.
This is a mmoRPG where you will face many different situations and you wont have the perfect meta build, gear, underwear, whatever for every one of those. If you face the raidboss with your raid without conflict, the glass cannon mage might be the "meta" thing to play but what happens if another raid shows up that tries to steal it and you die to 3 arrows of a ranger?
Idk, I even hope that changing the religion and your other augments, respeccing and all that takes time and money. Maybe then we start to get rid of the meta shit and people start thinking for themselves again. Make their own builds and not just copypasta from your next balding youtuber.
But I guess im just a naive old doomer thats stuck in the good ol days.
Legi
1
Re: Vassal resentment
Ludullu_(NiKr) wrote: »There'll immediately be another lvl5 instead of it and the vassal system would get new blood into it from a buffer node.
Removing all citizens would pretty much do the same thing. Their housing would be removed, most likely their shops and stalls as well. All their node currency would be gone as well, so taxes would stall for quite a bit. Mayoral elections would have to be delayed for some time.
Except now this empty node would be the best target for a siege, which would then mean that any rebellion would be tracked by enemies and the lvl5 would still be destroyed.
THATS NOT HOW IT WORKS!
PER THE WIKI:
A Village (stage 3) can control an Encampment (stage 2) or an Expedition (stage 1). If the Village (stage 3) gets destroyed through a siege, its dependant Encampment (stage 2) and Expedition (stage 1) nodes are also destroyed.
The moment your Metropolis destroy a city, you lose 1 city, 1 towns, 2 villages and all encamplents.
And also. if you destroy your own Metropolis, the whole region is destroyed.
OR maybe you want to change their whole way sieges work? Its like making changes to provide what some superiority complexed players want, but negatively impact 80% of the playerbase.
The whole game focus is interaction between different Vassal systems. Not Rebels inside your own ZOI.
When a Metropolis unlocks a dungeon for example. All vasal nodes also get access to it. No reason to destroy your Metropolis, and then start all over spending 3 weeks to unlock the same dungeon.
Githal
2
Re: Mud Shield
I could see this being an augment for a Tank primary that select a Mage secondary.
Vargan
1
Re: Vassal resentment
That's just personal preference though. I want to live in a mountaneous divine node. There'll only be 2-3 such nodes on the entire map, if that. It's not "the first node that cought my eye". It's the gameplay style I chose for myself.Though I will add: I do think you're taking the node pride thing a bit too far.
My take on balanced node pride is that, even if you're a player with strong ideals who wants to write their personal lore as the result of their history in the game, you shouldn't pledge unconditional allegiance to the first node that catches your eye.
And then it's also entitled of all the guilds to assume they're worthy of trying to get a castle, or go to war against other guilds. It's also entitled of nodes of other vassal systems to want to war and siege their neighbor vassal systems. It's entitled of other people to have the ability to hit me when I'm walking around.It's nice that you want to stay loyal to your node. But it entitled of you to think that "your node" is the one that deserves to be on top, and should have multiple chanced to get there.
Do you see how this one rule does not match with the entire design of the rest of the game? Steven claims to have given players freedom of choice (with appropriate consuequences), but then takes away one of the biggest choices in the game.
As you said yourself, the nodes will most likely stay static after their first settling of progress. Prices to siege a node would be insanely high and would reap very vague benefits for the attackers (especially if you consider that those costs are meant to be paid by a single person that casts the siege scroll). All while there's more than enough benefits, motivation and reasons for vassals to want to go up in lvls.
This is just yet another contradiction in the current design.
Ludullu
2
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
There are waaaaaayyyy too many combat resurrections. In combat res's should have like a 30 min CD, being able to spam resurrect mid raid is dumb an it cheapens the fight.
This looks like Steven just used his dev perks to ignore cd and costs for the purposes of showing the boss and additionally keeping all the alpha 1 testers in the fight. Keep in mind they are respecting OUR time of the viewers. if they failed to kill it in the first play through and had to repeat it multiple times it would make the showcase too long. they clearly wanted to tease some of the loot. Steven also had God mode on for his character so that they could have a consistent camera lens on the fight, and so that steven could totally stress free troll the team of course. lol
Re: Resurrection during combat
It's really sad that Steven showed another boss in the open world WITHOUT PvP. Because of this, some, ahem, experienced PvE mmorpg players can't understand how the PvP aspect affects the game experience.
Korela
6